StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics
https://doi.org/10.1109/TVCG.2020.3030352
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264 lines
5.5 KiB
264 lines
5.5 KiB
4 years ago
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'use strict'
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module.exports = createAttributeWrapper
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var GLError = require("./GLError")
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function ShaderAttribute(
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gl
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, wrapper
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, index
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, locations
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, dimension
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, constFunc) {
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this._gl = gl
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this._wrapper = wrapper
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this._index = index
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this._locations = locations
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this._dimension = dimension
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this._constFunc = constFunc
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}
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var proto = ShaderAttribute.prototype
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proto.pointer = function setAttribPointer(
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type
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, normalized
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, stride
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, offset) {
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var self = this
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var gl = self._gl
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var location = self._locations[self._index]
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gl.vertexAttribPointer(
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location
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, self._dimension
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, type || gl.FLOAT
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, !!normalized
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, stride || 0
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, offset || 0)
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gl.enableVertexAttribArray(location)
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}
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proto.set = function(x0, x1, x2, x3) {
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return this._constFunc(this._locations[this._index], x0, x1, x2, x3)
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}
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Object.defineProperty(proto, 'location', {
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get: function() {
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return this._locations[this._index]
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}
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, set: function(v) {
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if(v !== this._locations[this._index]) {
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this._locations[this._index] = v|0
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this._wrapper.program = null
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}
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return v|0
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}
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})
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//Adds a vector attribute to obj
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function addVectorAttribute(
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gl
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, wrapper
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, index
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, locations
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, dimension
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, obj
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, name) {
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//Construct constant function
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var constFuncArgs = [ 'gl', 'v' ]
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var varNames = []
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for(var i=0; i<dimension; ++i) {
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constFuncArgs.push('x'+i)
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varNames.push('x'+i)
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}
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constFuncArgs.push(
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'if(x0.length===void 0){return gl.vertexAttrib' +
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dimension + 'f(v,' +
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varNames.join() +
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')}else{return gl.vertexAttrib' +
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dimension +
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'fv(v,x0)}')
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var constFunc = Function.apply(null, constFuncArgs)
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//Create attribute wrapper
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var attr = new ShaderAttribute(
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gl
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, wrapper
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, index
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, locations
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, dimension
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, constFunc)
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//Create accessor
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Object.defineProperty(obj, name, {
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set: function(x) {
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gl.disableVertexAttribArray(locations[index])
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constFunc(gl, locations[index], x)
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return x
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}
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, get: function() {
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return attr
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}
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, enumerable: true
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})
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}
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function addMatrixAttribute(
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gl
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, wrapper
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, index
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, locations
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, dimension
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, obj
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, name) {
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var parts = new Array(dimension)
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var attrs = new Array(dimension)
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for(var i=0; i<dimension; ++i) {
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addVectorAttribute(
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gl
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, wrapper
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, index[i]
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, locations
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, dimension
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, parts
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, i)
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attrs[i] = parts[i]
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}
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Object.defineProperty(parts, 'location', {
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set: function(v) {
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if(Array.isArray(v)) {
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for(var i=0; i<dimension; ++i) {
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attrs[i].location = v[i]
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}
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} else {
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for(var i=0; i<dimension; ++i) {
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attrs[i].location = v + i
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}
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}
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return v
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}
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, get: function() {
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var result = new Array(dimension)
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for(var i=0; i<dimension; ++i) {
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result[i] = locations[index[i]]
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}
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return result
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}
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, enumerable: true
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})
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parts.pointer = function(type, normalized, stride, offset) {
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type = type || gl.FLOAT
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normalized = !!normalized
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stride = stride || (dimension * dimension)
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offset = offset || 0
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for(var i=0; i<dimension; ++i) {
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var location = locations[index[i]]
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gl.vertexAttribPointer(
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location
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, dimension
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, type
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, normalized
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, stride
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, offset + i * dimension)
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gl.enableVertexAttribArray(location)
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}
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}
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var scratch = new Array(dimension)
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var vertexAttrib = gl['vertexAttrib' + dimension + 'fv']
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Object.defineProperty(obj, name, {
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set: function(x) {
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for(var i=0; i<dimension; ++i) {
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var loc = locations[index[i]]
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gl.disableVertexAttribArray(loc)
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if(Array.isArray(x[0])) {
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vertexAttrib.call(gl, loc, x[i])
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} else {
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for(var j=0; j<dimension; ++j) {
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scratch[j] = x[dimension*i + j]
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}
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vertexAttrib.call(gl, loc, scratch)
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}
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}
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return x
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}
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, get: function() {
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return parts
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}
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, enumerable: true
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})
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}
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//Create shims for attributes
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function createAttributeWrapper(
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gl
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, wrapper
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, attributes
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, locations) {
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var obj = {}
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for(var i=0, n=attributes.length; i<n; ++i) {
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var a = attributes[i]
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var name = a.name
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var type = a.type
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var locs = a.locations
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switch(type) {
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case 'bool':
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case 'int':
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case 'float':
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addVectorAttribute(
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gl
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, wrapper
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, locs[0]
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, locations
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, 1
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, obj
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, name)
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break
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default:
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if(type.indexOf('vec') >= 0) {
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var d = type.charCodeAt(type.length-1) - 48
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if(d < 2 || d > 4) {
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throw new GLError('', 'Invalid data type for attribute ' + name + ': ' + type)
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}
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addVectorAttribute(
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gl
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, wrapper
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, locs[0]
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, locations
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, d
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, obj
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, name)
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} else if(type.indexOf('mat') >= 0) {
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var d = type.charCodeAt(type.length-1) - 48
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if(d < 2 || d > 4) {
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throw new GLError('', 'Invalid data type for attribute ' + name + ': ' + type)
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}
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addMatrixAttribute(
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gl
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, wrapper
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, locs
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, locations
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, d
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, obj
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, name)
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} else {
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throw new GLError('', 'Unknown data type for attribute ' + name + ': ' + type)
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}
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break
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}
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}
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return obj
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}
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